Making an actor bleed from explosion damage?
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Making an actor bleed from explosion damage?
Is this possible? I know Heretic and Hexen monsters bleed from missles. but I've never noticed anything bleeding from splash damage. There isn't a flag for this either. Has anyone done this yet?
- Graf Zahl
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Re: Making an actor bleed from explosion damage?
Can't be done. There is no blood spawning code in the explosion function.
Re: Making an actor bleed from explosion damage?
Have you tried 'spawning' blood when the actor enters it's Pain state?
As for how to cause them to bleed every time, you could give the explosions a custom damagetype. Then give the actors a Pain.(Eg. Explosion) where they spawn blood, put +FORCEPAIN on them. though that would require replacing the normal pain state, if you don't want them to play their pain state (thus stopping) every time they get hit though.
The replacement would just be this;
And the same goes for the blood spawning state.
There may be a better way, but I guess I'm just used to hacking my way to doing stuff.
As for how to cause them to bleed every time, you could give the explosions a custom damagetype. Then give the actors a Pain.(Eg. Explosion) where they spawn blood, put +FORCEPAIN on them. though that would require replacing the normal pain state, if you don't want them to play their pain state (thus stopping) every time they get hit though.
The replacement would just be this;
Code: Select all
XXXX Y 0 A_Jump([painchance],"PainReal") goto See
There may be a better way, but I guess I'm just used to hacking my way to doing stuff.

- XutaWoo
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Re: Making an actor bleed from explosion damage?
The problem with that, though, is that it would make the projectile able to always interrupt attacks, at least until there's a way to jump back to the last state.
Re: Making an actor bleed from explosion damage?
Can you produce radial harmless short range hitscans coming from the explosion, that spawn blood splashes on hit?
Re: Making an actor bleed from explosion damage?
Make an invisible, ripping projectile that shoots out from the explosion in all directions and then dies at the end of the damage radius.
...?
...?
- NeuralStunner
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Re: Making an actor bleed from explosion damage?
That was my idea as well. Assuming the rippers don't deal any damage, it just might look convincing.
Re: Making an actor bleed from explosion damage?
A projectile causes bleeding even without damage?
Another question. A ripper doesn't have a limit as to how many target it can hit at the same tic, right? Same I have a really big projectile with a larger radius (say 128 units). If I create it, anything within the ripper's radius will take damage all at once? If so, then I won't need to fire out many rippers, I'll just use 1 with a large radius and height that is equal to the blast radius of the explosion.
Another question. A ripper doesn't have a limit as to how many target it can hit at the same tic, right? Same I have a really big projectile with a larger radius (say 128 units). If I create it, anything within the ripper's radius will take damage all at once? If so, then I won't need to fire out many rippers, I'll just use 1 with a large radius and height that is equal to the blast radius of the explosion.
- NeuralStunner
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Re: Making an actor bleed from explosion damage?
Rippers cause victims to spwe blood, yes. The "one large ripper" idea would likely not work very well, actually, since it would probably die immediately on beasically any wall. And if you made it ignore geometry, well... Something behind a pillar, outside of the blast, would still bleed.
Re: Making an actor bleed from explosion damage?
Couldn't you use nails and naildamage from A_Explode? Or does that not spawn splats (can't recall if it does)?
Re: Making an actor bleed from explosion damage?
Just say that it's being cut by debris flying off the wall due to the blast!NeuralStunner wrote:And if you made it ignore geometry, well... Something behind a pillar, outside of the blast, would still bleed.

Re: Making an actor bleed from explosion damage?
That would work, but that's kinda just like using a SSG-Hit-scan. I want to use damage to go affect all actors in a radius, not dump all the damage onto the baddies in front.amv2k9 wrote:Couldn't you use nails and naildamage from A_Explode? Or does that not spawn splats (can't recall if it does)?
Re: Making an actor bleed from explosion damage?
That can be solved with a.. Eh.. LOT of inventory based state jumps. I have done it before, here to be exact.XutaWoo wrote:The problem with that, though, is that it would make the projectile able to always interrupt attacks, at least until there's a way to jump back to the last state.
The only problem is that it for some reason jumps straight to the actual attack, but that would only be a problem if the animation didn't play anyway.
Which makes the bug unnoticeable, unless you decide to melee said bugga. And with explosions, that's VERY unlikely.
The most important part is that the animation still plays, anyway.
- XutaWoo
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Re: Making an actor bleed from explosion damage?
I don't think Eriance is willing to redefine every single monster he uses (which, if this if for DE, is a lot even if you don't count the default DOOM monsters) just to make things bleed because a rocket hit them.
Re: Making an actor bleed from explosion damage?
Oh no, this isn't for DE. It's just some test mini-mod to see rather 2D would work for Hellion. I was trying to replicate Megaman game's where Zero's saber swing affected the entire area occupied by the sprite of the 'slash'. Since there isn't a pixel-base collision detection for Doom, A_Explode was the closest thing.
I would spawn a number of rippers that would roughly occupy the space of the slash, and change where they are spawn on a per-frame bases. The more i spawn at once, the closer the behaviors should be replicated.
I would spawn a number of rippers that would roughly occupy the space of the slash, and change where they are spawn on a per-frame bases. The more i spawn at once, the closer the behaviors should be replicated.